Looks interesting. Kind of hard to comment on the balance of it with pictures only. Are there multiple entrances to the roof of that keep?
Nice job for it being your first map as well :)
**Not sure how to add my scene info to the CRPG scenes list so I can modifier it in there....
cant find it when i try...is there a guide to this?
Copied CRPG, called it something else
Added .sco file to appropriate folder, and added the scene info into the scenes.txt
Loaded the copied mod, selected HOST, selected SIEGE, clicked through maps and didnt see it....
Would really help if there was a basic "heres how to start a new scene in the crpg editor" guide
when u make screenshots of your map press "H" before to see the map without the transparent ater and other stuff which disturbs in a photo
Either don't allow defenders to spawn close to the initial gate or allow for more entry points instead of the single bridge idea. What will essentially happen is people camping the bridge all map and attackers will have no fun sitting at the wall the whole time.
one idea I had was to add a ladder half way up the main keep.
If the attackers push half way up the main stairs there is a deploy-able ladder there that links directly the wall where the attackers are coming from. That way as they push forward they have a chance to cut down the time it takes them to get closer and it would create a contested area for the defenders to keep an eye on.
1 - So when I open my map with Scene Editor and place crpg_construction site they are there and when i mouse over they are destructable it says (although since character has no weapon I can't attack them - can we have them spawn with a weapon?)crpg_construction is the scene object that the server spawns when a player places a construction site. It is not supposed to be placed by the mapper. There are several other scene object with the crpg prefix that are not supposed to be used in scenes. I think all of them are removed at the start of the round, so they will just disappear.
When I open that same map by Hosting it....they crpg_construction sites arent there.
How come? And are there other objects I could use that are quickly destroyable? Just looking for something to slow them down for a couple seconds.
2 - Also - Is there a door shaped like the viking_keep_destroy_door that opens? When I put it in it seems to have no interactivity. The viking_keep_destroy_sally_doors are functionable but can only be opened from the inside....loooking for something destructable of that shape that can be opened by defense from either side.No, the viking doors only have the sally door as an interactive scene prop. The other one is just a simple mesh with no additional code.
It's looking great so far! Any access to those rooftops at all for defenders? If so try and bridge them all together just to give defenders a bit more help. Especially since the new siege mode will have longer times, you have to accommodate the defenders since they'll be fighting longer as well.Keep in mind that the map maker will be able to set the time limit. He could set it to the same as the current servers now use if he wished.
Ok so the spawner was designed to move spawns around an area.
This works great for most game modes and even for siege when all the attackers are coming from 1 side.
However if you are working on large maps or if you have spawns on 2 sides then it probably won't work.
The spawn script takes distances from the friendly base and the enemy base and does calculations around those.
It doesn't care if spawns are friendly or enemy.
question Mustikki....Rochester showed up on the server as Blank 6 when i was looking at servers....why is that?
aha..
you are so full of answers Mustikki :)
sorry i ask so many ! :mrgreen:
Oh, also...Kreczor here are some previews of a rough monastery siege map.This is just a personal opinion, but I hate mixed wall textures, if possible I'd appreciate it if you didn't mix the rhodock-swad textures that much.
Working name - Himmelsberg Monastery
Offense starts across a bridge spanning a mountain chasm, short run to gates which are destructable. After that attackers enter the main courtyard, fight their way into the secondary courtyard, then there is a chokepoint getting into main flag area (set up like a church interior with pews, altar, etc). There is also a backdoor to the whole complex but that is a longer run. Details of balance still being worked out.(click to show/hide)
* is the christ-like figure on the cross too much?? it is a monastery after all....
I agree Zlisch, and I try not to....but sometimes what you want to do requires it and the scene props are somewhat limited, as well as the functionality of the editor itself :(If you use the right props carefully and stretch them enough you can cover the "rhodock" wall with an extremely thin layer of some other wall, just a tip.
For that reason, I allow inconsistencies when I have to for gameplay.
Defense heavy map. Choke points are very hard to break through here, especially when its stairs. People with pokers, crushthrough, shieldwall, etc. can just stack at the top of the stairs and hold that, then on top of that, archers, xbowers, and throwers can get on the sides, rear, and have the high ground so they can just rain down an unholy cluster fuck of pin cushioning action! I would suggest trying to widen the areas up to the flag in order not to bottle neck everyone or to make some other form of access to the flag (that I do not know for I would need to study the map more). But overall a very detailed, and creative map!(click to show/hide)
This thread will be meaningless soon, so you should make maps for new siege, not old one.What is new siege?
What is new siege?http://forum.c-rpg.net/index.php/topic,34588.0.html
Horrible map.
2 ways to get to the flag (One splits up into to two other choices, but that is right before the flag), attackers need at least ~50 seconds to get to the flag and once you get there, you will face mauls, ranged and other cruel stuff getting ready to just fucking crush you. Just like Grunwalder Castle (Which is actually balanced, but i never play this one, too, because attackers have to walk a half-marathon to get to the flag) i never play this map and leave to battle.
Oh yeah, totally forgot that: Once a group of attackers make it to the flag area you will probably lose the castle, because of retarded defenders spawnpoints. Maps like that may be balanced at the statistics, but never fun to play.
I WANT SMALL SIEGE MAPS WITH A LOT OF ACTION! ._.
To all : If you think defense has too big of an advantage - give thoughts on how that could be more balanced, if you have them.
Sry i some time act like an idiot when given feedback
it was 1-0 start, then 1-2, then 3-2 for final attacker win.
Things to note: to long to get ANYWHERE.
here are screens of the new ladders on Rochester...Much better.(click to show/hide)
Thanks for feedback Zapper - have you been able to play on this new version? What were your thoughts?Haven't tried it, but it opens up some much needed secondary routes for attackers. I'm guessing the top is just as easily held, but now it should be both faster to get there and more ways to circumvent some defenders.
Trying to decide if it needs anymore tweaks or if I should let it sit for a while...
Still haven't played it enough without the KUTT horde to say whether it's more balanced or not though. :lol:
oh yeah, the thing I saw was on the other map with the wooden spikes around the flag.The weaponsmith building is one of the buildings you could make in the Stronghold gamemode. All buildings and walls where destroyable there. The purpose of the weaponsmith was to give a discount on the resource cost of (melee) weapons you spawn with.
what does the weaponsmith thing do anyway?
Oh yeah, i'll remove that weaponsmith building...didnt know it would do that :)It doesn't do anything in non-stronghold gamemodes, since that's the only mode that uses resources. It's just a building you can destroy :P
It's just a building you can destroy :P
Your maps are BAD
And you should feel BAD
he is spreading to other threads. He might be your weird lucky growth but you know what must be done... :(
Here is a legit question when are the maps going to be updated and new maps put into siege? It seems like we only play on like 6 maps and it seems to only cycle the same 3 every other day. I like the maps but it's getting tiring having so few and them not being updated lately with fixes.
Give anuther 3 to 4 months. :lol:
I should make a new map...
Are they still adding new maps into rotation?
Nothing wrong with those ballistae =P
It's really just placing the prop at a proper place, hehe.
plz remove the helms deep map from NA_2. I joined 2 maps earlier and finally we had 15 players on and then helms deep came into rotation. Nobody wants to run 2 minutes to fight a small battle. Also map voting on NA_2 should always be enabled. If we have no admin and a map like that pops up it instantly kills the population. Not saying your map is shit fips but with only 15 players it's not a good pick for NA siege. On EU_2 we always ahve a constant 70 players minimum till midnight EU time. That doens't happen here ever.
Wrong thread, derp. In the next version spawns are all as close as you'd expect it from other castles. And we haven't had time to discuss which maps should be out of NA2, so yeah. Patience.
Perfect map Elindor, nice work.
I was playing Himmelsberg and that door looks a little out of whack, imo. I just think it looks a bit weird there. Maybe you could've used that rectangular sally door. ( was it one of the castle_f_sally_doors? ). Other wise though I love the new update.
Hey there, currently looking over all the siege maps again:
Devonshire Keep: Could you remove the destroyable building please? Also, a ladder to the keep would be nice, just pushing through the front is rather boring =P (Noone is using the backway is what i'm saying and a deployable ladder would probably change that and spice the map up again)
Looking for feedback on the new Dun Bhirum map - it should play similar to Sea Raid. (images on first post of this thread)
let me know as you play it how it works out.
By the way, if you made that new map where attackers spawn on a bridge and jump off of the left side into the water to get up a ladder/knock down a gate, we may need to revoke your map making privileges. Not gonna lie, that map has no flow and is complete trash. I've yet to see someone who likes it.I made that map. Feedback can be given here
Seeing how it is not listed here I will assume you didn't make it, and therefore I freely bash it, but in case you did... ummm... have a nice day! :mrgreen:
I made that map. Feedback can be given hereI already explained to you why it's godawful.
http://forum.melee.org/scene-editing/battle-map-waning-cold/
I made it from an existing map intended for conquest so I had to jump through some hoops to make it work. Also I've had my head up my ass and made it too easy to attack from the front. Apart from that I don't see how it is that godawful, feel free to elaborate.
Thanks Jeade...
The wall hoping wasn't intentional, but im watching it to see if its a problem or not ultimately.
So far (and let me know if you see different), I've only seen people able to hop the initial wall and gain access to the first courtyard (where the gate winch is)...that is probably ok for balance, we'll see.
If they can jump into the SECOND courtyard, where the flag is, then that is a problem :)
Surprisingly, I've so far seen this map won mostly by defense...so watching to see what happens overall but that was not entirely expected.
Either way, what is is offering is a lot of combat. People (including myself, woot) have been hitting 40+ kills on that map and what that tells me is that there is a LOT of combat going on - and not a lot of just running, breaking doors, etc....
...and that is my goal with my maps - Team Deathmatch!! (in a castle with a flag)
Anyone seen Dun Bhirum in lately? I haven't been on as much so hard to know if it's in rotation or not.
Its in the rotaion, it plays well, however you need to update a few things, make some barriers or raise the second wall alittle bit, atackers are getting on the table and jumping to the other side. And i would remove all that junk on the flag, its pointless.
I didn't realize that there was a right ingress route until Rusty showed us, and that's my preferred attack route now.
...but it seems like i really need to make that guide for dtv maps finally...
Himmelsberg_dtv: Uff, ehm, a lot to be done about this one =D
Could you get the screenies work again, please. :)
I.e. http://imgur.com/ (http://imgur.com/) works nicely.